/Engine/Source/Runtime/Engine/Classes/Particles/TypeData/ParticleModuleTypeDataGpu.h
The data needed by the runtime to simulate sprites.
struct FGPUSpriteEmitterInfo
uint32:  1
bEnableCollision
If true, collisions are enabled for this emitter.
uint32:  1
bRemoveHMDRoll
If true, removes the HMD view roll (e.g. in VR)
uint32: 1
bUseVelocityForMotionBlur
If true, use velocity to approximate motion blur
TEnumAsByte<EP...
CollisionMode
FVector
ConstantAcceleration
Constant acceleration to apply to particles.
FFloatDistribut...
DragCoefficient
Per-particle drag coefficient.
FRawDistributio...
DynamicAlpha
Dynamic alpha scale from the ColorOverLife module.
FRawDistributio...
DynamicAlphaScale
Dynamic alpha scale from the ColorScaleOverLife module.
FRawDistributio...
DynamicColor
Dynamic color scale from the ColorOverLife module.
FRawDistributio...
DynamicColorScale
Dynamic color scale from the ColorScaleOverLife module.
FVector2D
InvMaxSize
One over the maximum size of a sprite particle.
float
InvRotationRateScale
The inverse scale to apply to rotation rate.
FGPUSpriteLocal...
LocalVectorField
Local vector field info.
TEnumAsByte< EP...
LockAxisFlag
The method for locking the particles to a particular axis.
float
MaxFacingCameraBlendDistance
The distance at which PSA_FacingCameraDistanceBlend is fully PSA_FacingCameraPosition
float
MaxLifetime
The maximum lifetime of particles in this emitter.
int32
MaxParticleCount
The maximum number of particles expected for this emitter.
float
MinFacingCameraBlendDistance
The distance at which PSA_FacingCameraDistanceBlend is fully PSA_Square
FVector
OrbitOffsetBase
Amount by which to offset particles when they are spawned.
FVector
OrbitOffsetRange
FVector
PointAttractorPosition
Point attractor position.
float
PointAttractorRadiusSq
Point attractor radius, squared.
FFloatDistribut...
PointAttractorStrength
Point attractor strength over time.
TObjectPtr< cla...
RequiredModule
The required module. Needed for now, but should be divorced from the runtime.
FFloatDistribut...
Resilience
Damping factor applied to particle collisions.
FGPUSpriteResou...
Resources
Pointer to runtime resources.
TEnumAsByte< EP...
ScreenAlignment
The method for aligning the particle based on the camera.
TObjectPtr< cla...
SpawnModule
The spawn module. Needed for now, but should be divorced from the runtime.
TArray<TObject...
SpawnModules
List of spawn modules that must be evaluated at runtime.
TObjectPtr< cla...
SpawnPerUnitModule
The spawn-per-unit module.
FFloatDistribut...
VectorFieldScale
Per-particle vector field scale.